Force Drop Items from the Dead – will force all dead Actors on a Map to drop any Items they’re carrying.

Respawn Pick-Ups and Chests – will re-spawn all Items and chests on a Map.

Game Speed – allows you to change the speed at which the game plays at (1 is normal speed).

Events

This section will show a list of all the delayed events that are scheduled to run. For example: you may have an event that will only run after a delay of 10 seconds, in which case it will be shown here.

Objects

Shows all of the objects (like Actors, Fields, etc.) that are on your Maps and Interfaces. For each object you’re able to see all of its properties and can even alter some of these properties while the game is running. Other properties will be greyed out which means that they’re read-only.

Maps

Properties – displays all kinds of Map Properties such as its name, scripting ID, etc. Most of these properties are read-only.

Variables – lists all of the Map Variables for the selected Map as well as their individual values that you can change.

Variables

Player

Shows the various controlled players in your game and provides options to go to that Actor, restart the game, save the game and load the game from a particular slot. This section also shows the selected players current level, experience, amount of money and points.

Screen

Displays all the current screen data such as which Map/Actor the camera is currently focussed on, what the vertical/horizontal orbit is, whether the screen is flashing or shaking and the various properties associated with these events, etc.

Input

This is a small section that allows you to enable/disable the various Input Sets that you’ve created in the Input Triggers window.

Stats

This section will provide lots of useful Statistics about your game while it’s running such as the Frames Per Second, how many Actors/Lights/Fields/etc. are currently loaded and how many have been destroyed.

Files

Another small section that shows you all of the currently opened files, when making use of the File Access Events such as: “Open File”, “Write Line”, “Write Text”, etc.

Watch

Allows you to monitor Variables, Switches and other identifiers to see when their values change to help trap errors and problems related to them.

Log

This section will keep track of all the errors you’ve encountered while testing your game so you can easily look back on errors that might have popped up in the log that displays in the bottom-left corner of the screen.

Triggers

Shows all of the triggers in your game such as System Triggers, Custom Events, Input Triggers, Actor Triggers, etc. You can filter what triggers are displayed by ticking/unticking the various check boxes under each section. The log will keep track of all of the triggers that have been executed since you started your game (based on those that you’ve selected to monitor) which greatly helps to track down problems you may be encountering with your game.

Net

Performance

Shows a list of all the slowest running triggers and collisions.

Script Debugger

The Script Debugger is a powerful feature for tracking down and isolating problems within your game. The Script Debugger will automatically stop your game and pop up if it encounters an error or if you’ve manually told it to do so by setting up breakpoints (for more about breakpoints see further down below).

Resume – will close the Script Debugger and resume your game. Note: this will not work if the Script Debugger has encountered an error with your script.

Jump to Selected Node – allows you to select an event within your script and immediately move to it.

Jump to Selected Node and Resume – allows you to select an event within your script and immediately move to it and then resume your game.

Execute Node and Enter – allows you to step through your events one by one.

Execute Full Node – allows you to step through your events but will execute the entire event before moving onto the next one. For example: if you have a “Repeat Loop” event that is set to run 10 times then it will run the event 10 times and move onto the next one, whereas “Execute Node and Enter” will stop every time it runs the event (stopping 10 times before moving onto the next one).

Cause Crash – will cause the game to crash with a error message. Mostly for internal use.

Execute Until Selected Node – allows you to select an event and run the script up until the selected event and stop.

Toggle Breakpoint on Selected Node – allows you to turn the breakpoint option of a selected event on or off.

Ignore Error – will attempt to continue your script, otherwise it will stop your script and return you to your game where the error message will be displayed in the bottom-left corner of the screen.

Abort Script – will stop your script and return you to your game where the error message will be displayed in the bottom-left corner of the screen.

Restart Game – restarts your game.

Quit Game – exits your game and returns to 001 Game Creator.

Error

Underneath the buttons, described above, is a description/error message that details why your game has stopped and the Script Debugger has popped up. The script window, to the right, will also highlight the specific event that is causing the error, allowing you to easily identify the problem.

Variables

Underneath the error message is a list of related Variables, that your script is making use of, with their appropriate values. This is very useful for determining if your Variables are holding their correct values or not.

Level

Underneath the list of related Variables is a window that shows you the position/level of where your script is. This only applies if you’ve made use of events like the “Sub Script” event that are on a separate level to the default “root” level.

Breakpoints

You can manually force your game to stop and bring up the Script Debugger by creating breakpoints. When you create any kind of event there will be a check box at the top that says: “Break into the script debugger when event is reached”. Ticking this option will turn the event red in the Script Editor to indicate that a breakpoint has been created. When you Test Your Game, and trigger the event with the breakpoint, your game will stop and the Script Debugger will pop up with “Breakpoint” as the error message.